Method and system for 360 degree video editing with latency compensation

ABSTRACT

There is provided a system and method for latency compensation in a 360° VR video editing system. One embodiment involves a determination of the latency delay between the computer that stores and edits the video and a VR headset worn by the user. This delay might be caused by the need to read, prepare, and wirelessly transmit each video frame to the headset. The determined latency delay is used within the computer to adjust the timeline location of editing commands issued by the user so that they match the timeline locations seen by the user within the headset. This is done so that the user&#39;s edit commands are applied within the computer at the same video frame the user was viewing within the VR headset when the command was issued. In some embodiments the display device of the VR headset might be a smart phone.

CROSS REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional PatentApplication Ser. No. 62/379,452 filed on Aug. 25, 2016, and incorporatessaid provisional application by reference into this document as if fullyset out at this point.

TECHNICAL FIELD

This disclosure relates generally to methods of editing video contentand, in more particular, to methods of editing 360 degree and/or VR(“virtual reality”) video source material.

BACKGROUND

With the advent of drone aircraft and their ability to carry specializedvideo cameras that generate 360 degree video material, such material hasbecome more and more widely available. 360° video material (also knownas an immersive video or a spherical video) is so-called because thevideo contains video recordings in all directions about a central pointwhich are recorded at the same time using, e.g., an omnidirectionalcamera or a collection of individual cameras. This material is usuallyviewed using virtual reality headsets which, during playback, immersethe viewer in the video and allow him or her to look in any directionthat was recorded by the video.

Of course, raw 360° video is not something that users typically want tosee. Instead, editing the raw video source material and limiting it tothe most interesting scenes is almost universally done. Unfortunately,although easy to use software is widely available for novice uses whowant to edit conventional video, editing 360 degree source videomaterial is a completely different undertaking. This is because, first,there is an immense amount of video content that is available for everysecond of the source material and, additionally and perhaps moreimportantly, software for editing this material is not provided in aneasily accessible and understandable format for the user who might bewell versed in standard video editing interfaces.

These realities have led to 360 degree video materials being edited withsoftware that only scratches the surface of the range of video editingfunctionalities that are available when editing conventional videosource material.

Thus, what is needed is a system and method of editing 360 degree videomaterial that provides an intuitive and exact editing process.

Before proceeding to a description of the present invention, however, itshould be noted and remembered that the description of the inventionwhich follows, together with accompanying drawings, should not beconstrued as limiting the invention to the examples (or embodiment)shown and described. This is so because those skilled in the art towhich the invention pertains will be able to devise other forms of thisinvention within the ambit of the appended claims.

SUMMARY OF THE INVENTION

According to an embodiment, there is provided a system and method forediting 360 degree source video material with automatic latencycompensation. One embodiment involves the detection of an actively usedvirtual reality headset in order to automatically provide thefunctionality of an embodiment to the user of such a headset who isediting the source video material from the “inside” of the material(i.e., while wearing the headset). The user will preferably be providedwith an active and continuous wireless connection to a personal computerrunning the editing software.

The foregoing has outlined in broad terms some of the more importantfeatures of the invention disclosed herein so that the detaileddescription that follows may be more clearly understood, and so that thecontribution of the instant inventors to the art may be betterappreciated. The instant invention is not limited in its application tothe details of the construction and to the arrangements of thecomponents set forth in the following description or illustrated in thedrawings. Rather, the invention is capable of other embodiments and ofbeing practiced and carried out in various other ways not specificallyenumerated herein. Finally, it should be understood that the phraseologyand terminology employed herein are for the purpose of description andshould not be regarded as limiting, unless the specificationspecifically so limits the invention.

BRIEF DESCRIPTION OF THE DRAWINGS

These and further aspects of the invention are described in detail inthe following examples and accompanying drawings.

FIG. 1 is an illustration of the working environment of the instantinvention.

FIG. 2 contains an example of synchronization between a computer displayand a VR display device such as a smart phone.

FIG. 3 contains an operating logic suitable for use with an embodiment.

DETAILED DESCRIPTION

While this invention is susceptible of embodiments in many differentforms, there is shown in the drawings, and will herein be described indetail, some specific embodiments of the instant invention. It should beunderstood, however, that the present disclosure is to be considered anexemplification of the principles of the invention and is not intendedto limit the invention to the specific embodiments or algorithms sodescribed.

Turning first to FIGS. 1 and 2, an embodiment utilizes a personalcomputer 100, wherein at least a portion of the instant invention willbe implemented in form of software running on that computer. Such acomputer will have some amount of program memory and storage (whetherinternal or accessible via a network) as is conventionally utilized bysuch units. The work environment of the instant invention consists ofthat personal computer 100 (e.g., a desktop, laptop, tablet computer,etc., collectively a “computer” hereinafter), it's display device 105(which might be separate from or integral to the CPU of the computer),and a virtual reality headset 110 that may include a smart phone 120 asits display device. Those of ordinary skill in the art will recognizethat a VR video and a 360° or “spherical” video are similar, althoughnot identical, in concept. In both cases, a user wearing a VR headsetwill be able to view a video as though it was taken around him or her bylooking (aiming the headset) in different directions. In the case of VR,though, often the user is able to interact in some way with the virtualenvironment (e.g., if the user is playing a video game), whereas in a360° video the user typically is a passive viewer only. In either case,the term 360 degree (or 360°) video will be used herein to refer to anyvideo work which is suitable for display by a VR headset and which wasrecorded or generated so that it can be viewed in a 360° angle about theuser while using the headset.

Note that for purposes of the disclosure that follows and for purposesof specificity, the VR headset may be described as including a smartphone (e.g., an iPhone®) that is used as a display device but that isnot a requirement with some embodiments. All that is required is thatthe headset 110 be in electronic communication with the computer 100,preferably via WiFi, so that video that is resident on the computer canbe displayed on the headset 100 via a smart phone display or its owninternal display device. So, whether the wireless capability is builtinto the headset or into the display (if the headset 100 display is acell phone, MP3 player, etc.) is immaterial to the operation of theinstant invention.

Continuing with the present example, the smart phone 120 or otherdisplay device will be connected, preferably wirelessly, to the computer100 either via WiFi that is built into the display 120 of the headset orvia a cable connection. Desktop video editing software that iscompatible with 360° video will be running on the computer and willaccess and edit the source material under control of the user. Installedand running on the smart phone or within the headset will be a360°/virtual reality viewer application (or, equivalently, “app”) 130that allows the user to view the full 360 degrees of the source video bywearing the headset (not shown in FIG. 2) and turning his or her head inany desired direction as is conventional with such headsets.

Further, in some instances the user will have access to a VR-typecontroller 155 which, in some embodiments, will communicateelectronically with the computer 105. The controller 155 might be usedto send editing signals to the computer 100 according to methods wellknown to those of ordinary skill in the art (e.g., via Bluetooth, RF,WiFi, etc.).

The virtual reality viewer app 130 running on the smart phone 120 orwithin the headset 110 is connected to and synchronized with the videoediting software running on the personal computer 100 so that thematerial that is displayed on the video monitor 105 is simultaneouslydisplayed on the smart phone 120 or other display within the virtualreality headset 110. By utilizing the virtual reality viewer app and theheadset 110 according to an embodiment, the user will be able to editthe 360 degree source video material in its entirety from within theworn headset 110, while interacting with the personal computer viawell-known interaction devices such as a mouse 145, keyboard 150, touchpad, digitizer, or the previously mentioned VR controller 155 etc.

The personal computer 100 and the VR headset 110 are preferablyconnected to each other via a wireless technology such as WiFi and,because of this, there will be constant wireless data transfers of videoinformation and controller data between the personal computer 100 andthe VR headset 110 while the video is being watched and edited. However,such a connection is not instantaneous—there are transmission delays andlatency issues between the time a given video frame is displayed on thecomputer screen 105 (and/or readied for transmission) and the time thesame frame is displayed by the VR display 120. This is for many reasonsbut key among them is the size of the video frames that are transmittedand the amount of software computation that is required on both devices.For example, determining the current orientation of the VR headset 110as it applies to the 360° video and extracting the resulting viewablevideo frame must be done within the computer 110 before transmission tothe VR display 120.

Further with respect to the previous example, the video frame that is tobe transmitted and displayed must be read (from storage or memory) andencoded/compressed if necessary (e.g., via the chosen codec) on thecomputer since, in this embodiment, the personal computer will beshouldering the most computationally intensive tasks. One reason forthis is that the CPU and software within the VR headset or smart phonedisplay may not have high speed access to the stored video on thecomputer's hard disk. Additionally, even the 360° video were accessible,the smart phone CPU/VR headset will typically not be able to encode thedata in real time before it is transmitted. Of course, if the video isalready encoded when it is read, this step would not be necessary. Then,the video frame will have to be transmitted, preferably streamed, to theVR headset, where it will need to be decoded and then displayed on theVR headset display using a virtual reality viewer app running on thesmart phone or within the VR headset microprocessor.

If the user of the VR headset is merely observing the video (e.g.,watching a playback), latency will not be an issue. The fact that everytransmitted frame of the video might be delayed by a second as compartedwith what might be seen on locally on the computer display 105 does notimpact the user's viewing experience. The fact that the computer mightbe processing and preparing to send a video frame that is later in timein the video work timeline than the frame that is currently being viewedvia the headset 110 is not an issue. However, that amount of delay canbe very frustrating if the user is trying to perform precision edits onthe video while watching it via the VR headset.

In some cases this delay or latency might be between about 0.3 and 1.0seconds depending on codec, network speed, connection quality, etc. Ofcourse, this latency can prove to be frustrating to the user who istrying to apply an edit at a specific time point in the video. As such,in some embodiments the exact value of the latency will need to bemeasured before starting the video editing process. During video editingfrom within the virtual reality viewer app the measured latency willhave to be actively compensated for, otherwise user commands would beplaced and executed at the wrong times in the video work when they areimplemented by the desktop video editing software.

As an example, if a user uses the controller 155 (or the keyboard 150 ormouse 145) to signal that an edit is to be applied at the framecurrently being viewed within the headset 110, the transmission andreception of this command will be near near-instantaneous. Thus, at thetime of reception of the controller signal the computer 100 will beprocessing and transmitting a video frame that is later in the timelinethan the one currently being viewed and at which time the edit commandis intended to be applied. If the computer were to apply the edit at thethen-currently active video frame, the time of the application will bedifferent from the one intended by the user and the amount of timedifference will be related to the amount of latency in the system.

The continuous latency compensation is preferably handled within thevirtual reality headset 120. While the user is wearing the virtualreality headset the latency compensation functionality can be activatedand automatically incorporated into the video editing processes and theassociated processes—i.e. controller data transmissions.

To determine if the continuous latency compensation should be activatedone embodiment monitors the movement of the smart phone 120 that isembedded in the virtual reality headset 110. In some embodiments, thesoftware will be able to detect if the headset is being worn by sensingchanges in the orientation of the headset 110 and activating the latencycompensation automatically. However, manual activation at the choice ofthe user is also a possibility depending on the design of the software130.

By using a smart phone's 120 accelerometer or similar hardware withinthe VR headset that is responsive to movement and/or orientation of theheadset, even the smallest position and/or orientations changes ormovements of the headset 110 can be detected and transmitted to thecomputer 100 for processing. If the user is wearing the virtual realityheadset 110, which might be determined automatically by sensing thepresence of such movement/orientation or by selection of a programoption by the user, and if the program 130 is active, small angle andposition changes will be sensed, quantified, and transmitted to thecomputer 100 in real time. In some cases, the software 130 within the VRheadset will send a signal representative of a “HEADSET ACTIVE” orsimilar notification to the personal computer editing software 140 ifthe headset 110 is being worn and, in that event, the latencycompensation functionality will be activated. If no position changes,angular movements or other changes are measured, the VR headset willsend a signal representative of a “HEADSET PASSIVE” notification to thecomputer and the latency compensation will not be activated.

In some embodiments, the latency compensation functionality will be acomponent of the editing processes in either the smart phone 120, thecomputer 100 or both. That is, an edit command could be adjusted forlatency either within the VR headset or the computer. Without latencycompensation, as described previously user commands that are initiatedbased on the view from within the VR headset 110, which commands arereceived in the computer almost instantaneously, will be implementedlater than intended on the computer 100. As suggested previously, theintended edit location could be modified in the VR headset 120 beforetransmission to the computer or accounted for in the computer afterreceipt of an edit command.

In an embodiment, the previously determined latency value will definethe value of “later”—the edit location which, in the current example,would be between about 0.3 and 1 seconds because of the processing andtransmission delay. Assume for purposes of simplicity that the latencyis 1 second. As such, if a “STOP” command is initiated by the user inconnection with a video work that is 45 seconds into the video as viewedthrough the headset, the computer 100 would need to adjust the commandto correspond to the actual frame perceived by the user when the commandwas issued. Thus, rather than leave the computer on-screen view/playbackhead at 46 seconds (the actual frame that was being processed in thecomputer when the command was received), the known predetermined latencyvalue could be used to adjust the on-screen image to 45 seconds to matchthe view of the user, if desired. Similarly, the time the edit commandwas received by the computer 100 will be adjusted so that the edit isactually applied at a time/frame within the video work that correspondsto playback position of the video work as perceived by the user withinthe VR headset.

User commands that are intended to edit the video work, e.g., cut,paste, start, stop, transition start/end, etc., will need to be adjustedfor the predetermined latency value before being applied to the copy ofthe video work that is resident on the computer if the user's intentionis to be accurately reflected.

As another example, if a “cut” command is entered by the user duringplayback, the actual cut position on the video timeline on the personalcomputer at the time of receipt would be set at a position later thanthe user intended unless an adjustment were made. Assuming one secondlatency, if a “cut” command is issued from the point of view of a userof the VR headset during playback, the cut will be performed by thecomputer in the video timeline one second earlier than the time of thecurrent playback position. After the “cut” command is issued, typicallywithin the VR headset the display of the video will be immediatelystopped and the rest of the transmission buffer (i.e., the buffercontaining the video data from the personal computer) will be skipped.

The transmission delay/latency will need to be compensated for in bothparticipating devices if the editing software is in a so called “playmode” when an editing command is issued. That is, when the video isviewed on the VR headset during playback/transmission and the user isentering edit commands with reference to what is being viewed, latencyshould be accounted for. On the other hand, if the editing software isin “stop mode” (the playback/transmission of the video is stopped) and astatic image from the video is displayed, the viewer will show thecorrect frame in the video work so long as the latency was accounted forwhen the “STOP” command was issued. In that case, so further activelatency compensation will not be needed. In “stop mode” the transmissiondelay adjustment variable could be set to zero, thereby indicating thatthe VR head set is in “stop mode”. This ensures that the transmissiondelay compensation is only applied when necessary.

Determining playback, the transmission delay value is preferably carriedout automatically and continuously during the editing process.Determination of the latency value might be carried out in many waysaccording to methods well known to those of ordinary skill in the art.However, and as a specific example, in some embodiments prior to thestart of interactive video and data communication between theparticipating devices (e.g., smart phone and personal computer) blocksof data will be exchanged between these devices until an approximatelatency value is determined and it is determined to be sufficientlyprecise and reliable. Additionally, in some embodiments this processmight be continuously monitored during the transmission of the video toadapt that value to period changes that might occur in connectionquality. In another embodiment the latency value will be beingdetermined by a calculation taking into account the video compression onthe personal computer, the VR display device, and the current WiFiconnection between both participating devices. By monitoring therelative timing of the video on the personal computer and the VR headsetduring playback, the instant invention could continuously determine thecurrent latency value at any time.

In addition to the compensation of the video delay/latency associatedwith the video stream, the playback of the audio stream of the sourcevideo material will also need to be adjusted based on the latency in thesystem. As before, if audio editing commands are issued from the pointof view of a user of the VR headset who is viewing the associated videoplayback, the playback position of the audio edit in the computer willsimilarly need to be adjusted for latency. Otherwise the video framesviewed in the virtual reality viewer and the audio stream would be outof sync. If the user is listening to audio material that is storedlocally within the VR headset, e.g., in the smart phone display, nodelay compensation may be necessary. However, if the audio is beingtransmitted from the computer in real time, a latency adjustment willlikely need to be made. One approach to determining whether or notlatency should be taken into consideration might be to provide asoftware option that allows a user to select whether the audio that isto be played along with the video is to originate on the personalcomputer or within the VR headset itself, e.g., via a “PC Audio or VRAudio” software flag:

-   -   PC Audio: Audio of the source video material is reproduced on        the computer and is delayed by the determined transmission        delay/latency value.    -   VR Audio: Audio is only encoded into the VR viewer stream, no        delay compensation needed.

The controller data (e.g., FIG. 1) is intended to refer to the datacaptured from input devices on, or in electronic communication with, thepersonal computer, for example mouse and keyboard interactions will alsoneed to be adapted according to the determined latency delay value.

Finally, and turning to FIG. 3 which contains a programming logicsuitable for use with an embodiment, as a first step a connection willneed to be established between the VR headset and the desktop computer305. Establishing a WiFi connection would be preferred. Of course, thatconnection could either be made by a smart phone/viewer or the VRheadset itself if it has an integrated display.

The 360° video will need to be loaded onto or accessed by the computer(box 310) so that it can be transmitted to the VR viewer. Additionally,some estimate of the transition latency will need to be determined (box315) and used as described herein. Although this might be done in manyways, one conventional approach is to transmit blocks of data to the VRheadset and then have the VR headset transmit a signal to indicate thatthe data had been received. To that could be added the amount of timerequired to read, encode or decode a video frame in the computer, andprepare it for transmission. Those of ordinary skill in the art willreadily be able to devise alternative ways of determining latency. Theuser will initiate playback of the 360° video and transmission of it tothe headset (box 318), presumably for purposes of editing it.

Within the computer, the first or next video frame will be accessed,prepared, and transmitted to the user (box 320). The preparation mightinclude accessing the frame (either in memory or on disk) that is to betransmitted and decompressing it and/or decoding it using its codec. Itcould also involve using sensor information from the headset 110 toprepare the video frame so that it correctly reflects the currentorientation of the headset 110 (e.g., including its pitch, yaw, androll) and gives the proper field of view (e.g., from about 100° to 210°of the 360° depending on the headset). It will then be transmitted tothe VR headset wirelessly as discussed previously. That being said,because of the latency issue it might be preferable to extract theproper field of view within the headset.

Within the VR headset, a displayable video frame or a video data blockwill be received and displayed (box 322) according to methods well knownto those of ordinary skill in the art. In some cases the exact imagethat is displayed will be determined within the VR headset 110 based onits current orientation. That is, if the computer has transmitted thevideo data block which includes the entire 360° view to the headset 110,the current orientation will be used to extract the proper field of viewand display it on the headset display. That being said, whether theextraction of the field of view is done within the VR headset or thecomputer, either way the process will be described as transmitting a“frame” or a “video frame” from the computer to the headset.

At times it might be useful to redetermine the transmission latencyduring the performance and the editing process and decision item 325 andbox 330 indicate one place within the operating logic where this mightbe done.

As is further indicated in the example of FIG. 3, a check will beperformed to see if a video editing command has been received in thecomputer from the user (decision item 335) via activation of thekeyboard, mouse, VR controller, etc. If not, the video will continue toplay for the user (the “NO” branch of decision item 325).

On the other hand, if a video editing command has been received by thecomputer (the “YES” branch of decision item 325), the currenttransmission latency will be used to position the computer videoplayback head/edit point at the selected time (box 340). Note that thisimplies that the internal edit point within the computer will be locatedin anticipation of applying the edit. That might also includesynchronizing the image that is on the computer display 105 with imagecurrently being viewed by the user within the headset. The on-screenview adjustment is optional but may be useful in many cases. What ismost important, though, is that the user's edit be applied within thecomputer at the correct time point in the video time line. Given thecorrect location of the edit head in the computer, the user's video editcommand will be applied (box 345).

Decision item 350 allows the user to restart or continue the playback ofthe possibly edited video work by branching back to box 320 (the “YES”branch of decision item 3350) and otherwise to stop the playback andstore the edited video work 355.

It is to be understood that the terms “including”, “comprising”,“consisting” and grammatical variants thereof do not preclude theaddition of one or more components, features, steps, or integers orgroups thereof and that the terms are to be construed as specifyingcomponents, features, steps or integers.

If the specification or claims refer to “an addition” element, that doesnot preclude there being more than one of the additional element.

It is to be understood that where the claims or specification refer to“a” or “an” element, such reference is not be construed that there isonly one of that element.

It is to be understood that where the specification states that acomponent, feature, structure, or characteristic “may”, “might”, “can”or “could” be included, that particular component, feature, structure,or characteristic is not required to be included.

Where applicable, although state diagrams, flow diagrams or both may beused to describe embodiment, the invention is not limited to thosediagrams or to the corresponding descriptions. For example, flow neednot move through each illustrated box or state, or in exactly the sameorder as illustrated and described.

Methods of the present invention may be implemented by performing orcompleting manually, automatically, or a combination thereof, selectedsteps or tasks.

The term “method” may refer to manners, means, techniques and proceduresfor accomplishing a given task including, but not limited to, thosemanners, means, techniques and procedures either known to, or readilydeveloped from known manners, means, techniques and procedures bypractitioners of the art to which the invention belongs.

For purposes of the instant disclosure, the term “at least” followed bya number is used herein to denote the start of a range beginning withthat number (which may be a range having an upper limit or no upperlimit, depending on the variable defined). For example, “at least 1”means 1 or more than 1. The term “at most” followed by a number is usedherein to denote the end of a range ending with that number (which maybe a range having 1 or 0 as its lower limit, or a range having no lowerlimit, depending upon the variable being defined). For example, “at most4” means 4 or less than 4, and “at most 40%” means 40% or less than 40%.Terms of approximation (e.g., “about”, substantially”, “approximately”,etc.) should be interpreted according to their ordinary and customarymeanings as used in the associated art unless indicated otherwise.Absent a specific definition and absent ordinary and customary usage inthe associated art, such terms should be interpreted to be ±10% of thebase value.

When, in this document, a range is given as “(a first number) to (asecond number)” or “(a first number)-(a second number)”, this means arange whose lower limit is the first number and whose upper limit is thesecond number. For example, 25 to 100 should be interpreted to mean arange whose lower limit is 25 and whose upper limit is 100.Additionally, it should be noted that where a range is given, everypossible subrange or interval within that range is also specificallyintended unless the context indicates to the contrary. For example, ifthe specification indicates a range of 25 to 100 such range is alsointended to include subranges such as 26-100, 27-100, etc., 25-99,25-98, etc., as well as any other possible combination of lower andupper values within the stated range, e.g., 33-47, 60-97, 41-45, 28-96,etc. Note that integer range values have been used in this paragraph forpurposes of illustration only and decimal and fractional values (e.g.,46.7-91.3) should also be understood to be intended as possible subrangeendpoints unless specifically excluded.

It should be noted that where reference is made herein to a methodcomprising two or more defined steps, the defined steps can be carriedout in any order or simultaneously (except where context excludes thatpossibility), and the method can also include one or more other stepswhich are carried out before any of the defined steps, between two ofthe defined steps, or after all of the defined steps (except wherecontext excludes that possibility).

Further, it should be noted that terms of approximation (e.g., “about”,“substantially”, “approximately”, etc.) are to be interpreted accordingto their ordinary and customary meanings as used in the associated artunless indicated otherwise herein. Absent a specific definition withinthis disclosure, and absent ordinary and customary usage in theassociated art, such terms should be interpreted to be plus or minus 10%of the base value.

Still further, additional aspects of the instant invention may be foundin one or more appendices attached hereto and/or filed herewith, thedisclosures of which are incorporated herein by reference as is fullyset out at this point.

Thus, the present invention is well adapted to carry out the objects andattain the ends and advantages mentioned above as well as those inherenttherein. While the inventive device has been described and illustratedherein by reference to certain preferred embodiments in relation to thedrawings attached thereto, various changes and further modifications,apart from those shown or suggested herein, may be made therein by thoseof ordinary skill in the art, without departing from the spirit of theinventive concept the scope of which is to be determined by thefollowing claims.

What is claimed is:
 1. A method of editing a 360° video, comprising thesteps of: a. using a computer to access the 360° video; b. establishinga wireless connection between a VR headset wearable by a user and saidcomputer; c. only if said VR headset is being worn by the user,determining a latency delay between said computer and said VR headset;d. initiating a playback of said 360° video on said computer; e.transmitting said playback of said 360° video to said VR headset; f.displaying said playback of said 360° video to a user wearing said VRheadset; g. allowing the user to issue an edit command at a selectedtime within said displayed playback of said 360° video within said VRheadset; h. receiving within the computer said edit command at areception time within said playback of said 360° video; i. using saidreception time and said latency delay to determine said selected timewithin said 360° video; j. within said computer, applying said editcommand to said 360° video at said selected time within said 360° video,thereby creating an edited 360° video; and k. performing at least a partof said edited 360° video for the user.
 2. The method of editing a 360°video according to claim 1, wherein step (f) comprises the step ofdisplaying said playback of said transmitted VR video to a user wearingsaid VR headset using a video display integral to said VR headset. 3.The method of editing a 360° video according to claim 1, wherein step(f) comprises the step of displaying said playback of said transmittedVR video to a user wearing said VR headset using a video displayremovably attached to said VR headset.
 4. The method of editing a 360°video according to claim 3, wherein said video display comprises a smartphone.
 5. The method of editing a 360° video according to claim 1,according to step (f) determining if the user is actively wearing saidVR headset and utilizing said determined latency delay to determine saidselected time.
 6. The method of editing a 360° video according to claim1, wherein step (c) comprises the steps of: (c1) determining if said VRheadset is being worn by the user by sensing a change in an orientationof said VR headset; and (c2) only if said VR headset is worn by theuser, determining a latency delay between said computer and said VRheadset.
 7. A method of editing a 360° video, comprising the steps of:a. using a computer to access the 360° video; b. establishing a wirelessconnection between a VR headset and said computer; c. determining alatency delay between said computer and said VR headset; d. initiating aplayback of said 360° video on said computer; e. transmitting saidplayback of said 360° video to said VR headset; f. displaying saidplayback of said transmitted 360° video to a user wearing said VRheadset; g. allowing the user to issue an edit command at a selectedtime within said displayed playback of said 360° video within said VRheadset; h. receiving with the computer said edit command at a receptiontime within said playback of said 360° video; i. within said computer,using said reception time and said latency delay to determine saidselected time within said 360° video; j. within said computer, applyingsaid edit command to said 360° video at said selected time within saidVR video, thereby creating an edited 360° video; and k. performing atleast a part of said edited 360° video for the user.
 8. The method ofediting a 360° video according to claim 5, wherein step (f) comprisesthe step of displaying said playback of said transmitted VR video to auser wearing said VR headset using a video display integral to said VRheadset.
 9. The method of editing a 360° video according to claim 5,wherein step (f) comprises the step of displaying said playback of saidtransmitted VR video to a user wearing said VR headset using a videodisplay removably attached to said VR headset.
 10. The method of editinga 360° video according to claim 7, wherein said video display comprisesa smart phone.
 11. The method of editing a 360° video according to claim5, according to step (f) determining if the user is actively wearingsaid VR headset and utilizing said determined latency delay to determinesaid selected time.
 12. A method of editing a 360° video, comprising thesteps of: a. using a computer to access the 360° video; b. establishinga wireless connection between a VR headset wearable by a user and saidcomputer; c. if said VR headset is being worn by the user, transmittinga signal representative of said VR headset being worn to said computer;d. only if said signal is received by said computer, determining alatency delay between said computer and said VR headset; e. if saidsignal has not been received by said computer, determining that saidlatency delay is zero; f. initiating a playback of said 360° video onsaid computer; g. transmitting said playback of said 360° video to saidVR headset; h. displaying said playback of said 360° video to a userwearing said VR headset; i. allowing the user to issue an edit commandat a selected time within said displayed playback of said 360° videowithin said VR headset; j. receiving within the computer said editcommand at a reception time within said playback of said 360° video; k.using said reception time and said latency delay to determine saidselected time within said 360° video; l. within said computer, applyingsaid edit command to said 360° video at said selected time within said360° video, thereby creating an edited 360° video; and m. performing atleast a part of said edited 360° video for the user.